Rafa Bianck

Sharp eyes. No apologies.
Product & game designer at Venn Studios↗︎.

/ ui-ux / game-design-analysis / player-research / concept-art / research-strategy / comms-docs / tooling

// what I do

Roles

UI/UX Designer

Game HUD · Menus · Web · Standards

Responsible for the entire digital experience across the studio — Venn Studios' website, Rogue Reigns' and Paradoxical's web presence. Designed the in-game HUD and prototyped the main menu with custom physics interactions. Wrote the studio-wide UI/UX guidelines and document design standards.

Game Design & Analysis

Systems · Balance · Narrative architecture

Authored card descriptions, mechanics, names, and functionality for Rogue Reigns. Full critical analysis of the card system across all player classes. Documented leading deckbuilder and narrative-driven games as design references. Performed lore consistency audits across the project.

Player Research

Conventions · Observation · Analysis

On the floor at GDC, Tokyo Game Show, BCN Game Fest, Milan Games Week, and Gamescom LATAM — collecting feedback, observing what players do (not just what they say), and translating those insights into actionable changes for the team.

Concept Artist

HUD elements · Game assets

Creating visual assets for Rogue Reigns — HUD elements, UI artwork, and standalone pieces. Bridging the gap between design intent and in-game visuals.

Internal Tools

Python · JS · Playwright · Claude Code

Built some of the studio's internal tools: a document-processing pipeline for branded outputs, a feature-rich Discord bot for community management, analytics tools for understanding community engagement patterns, and an interactive lore timeline.

Research & Strategy

ROI · Market · Platform submissions · Go-to-market

Convention ROI analysis and playtesting research methodology. Competitive analysis of successful indie studios in emerging markets. Multi-platform submission process research across major storefronts. Crowdfunding go-to-market strategy including regulatory and logistical research.

Communications & Documentation

Press releases · Guides · Reports

Wrote press releases for both games across multiple events. Created internal event preparation guides and team documentation. Organize notes from key meetings I attend on the studio's behalf. Defined the studio's document design standards.

// what I've built

Projects

Rogue Reigns gameplay screenshot

Rogue Reigns↗︎

Dark fantasy roguelike deckbuilder · 2026

Venn Studios' flagship title. Designed the in-game HUD and prototyped the main menu with custom physics interactions. Wrote card descriptions, mechanics, names, and functionality. Contributed to mechanics reconstruction and lore development. Conducted a full critical analysis of the card system across all player classes, referencing leading deckbuilder and narrative-action titles. Provided art feedback for both the digital and physical game. Led player research at every convention.

HUD Design Menu Prototype Card Content Mechanics Game Design & Analysis Lore Art Feedback Player Research Concept Art Steam Page

Venn Studios↗︎

Brand identity · Motion intro · 2026

Venn Studios brand redesign. Built from the original logo's intent, pushed into modern, timeless territory — Venn isn't just a games studio, it also produces technology, and the identity had to carry both. Full system: logo, typography, palette, and motion intro.

Logo Typography Palette Motion Brand System
Paradoxical key art

Paradoxical↗︎

Perception-bending puzzle game · Unity · 2027

Venn Studios' perception-bending puzzle game. My role: collecting and synthesizing player feedback across Tokyo Game Show, BCN Game Fest, Milan Games Week, and GDC. Observing how players actually interact with the puzzles and feeding those insights back to the team.

Player Research Feedback Analysis Steam Page
// also built

Studio Tooling

Internal tools · Python · Node.js

Built parts of the studio's internal infrastructure: a document-processing pipeline for branded outputs, a feature-rich Discord bot for community management, analytics tools for understanding engagement patterns across YouTube content, and an interactive lore timeline.

Python Node.js Playwright Automation

Venn Chat

Internal work hub · Knowledge management

Contributed to the design of Venn's custom internal platform. Independently designed a knowledge-management system for tracking narrative and gameplay relationships — with relationship mapping, visual graph navigation, and AI-assisted organization (AI helps manage content, not create it). Built to scale across complex game worlds with hundreds of interconnected entries.

Knowledge System Design Feature Spec MVP Spec UI (upcoming)

// where I've been

Events

Tokyo Game Show

Sep 2025

First international showcase. Focused on Rogue Reigns — observed how Japanese players approached the deckbuilder differently from Western playtests.

BCN Game Fest

Oct 2025

Barcelona. Solo exhibitor — represented both Rogue Reigns and Paradoxical alone. Tracked what confused players vs. what they said confused them — often different things.

Paris Games Week

Oct 2025

Paris. Attended as a scout — evaluating whether the event would be worth exhibiting at, documenting ideas and observations for the team.

Milan Games Week

Nov 2025

Responsible for Rogue Reigns across both versions. Mastered the physical card game for players and collected feedback. Presented the digital version, observed gameplay, and gathered insights.

GDC

Mar 2026

San Francisco. Collected player feedback for both Rogue Reigns and Paradoxical — observations directly shaped design iterations for both games.

Gamescom LATAM

Apr 2026

Latin American market — Venn's home turf. Managed the team on the floor, gave press interviews, and joined strategic meetings.

// say hi

Contact

> [email protected]